;
;       "Crises of the New World Order"
;
;       by Andrew Livings, November 1999
;       version 3.0, May 2001
;
;
;-----------------------------------------------------------------------
;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
1       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
15      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
1       ; Settlers eat (govt >= Communism)
4       ; City size for first unhappiness at Chieftain level
16      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
15      ; Sewer System needed to exceed this size
99      ; Tech paradigm (higher # slows research)
10      ; Base time for engineers to transform terrain (x2)
0       ; Monarchy pays support for all units past this
4       ; Communism pays support for all units past this
0       ; Fundamentalism pays support for all units past this
20      ; Communism is equivalent of this palace distance.
25      ; Fundamentalism loses this % of science
66      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
8       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient		BASIC
;             1 = Renaissance		MODERN
;             2 = Industrial Revolution	ADVANCED
;             3 = Modern		FUTURE
;
;     Category = Knowledge category
;             0 = Military		MILITARY
;             1 = Economic		POLITICAL
;             2 = Social		SOCIAL
;             3 = Academic		COMPUTING
;             4 = Applied		APPLIED
;
; Tech Tree for "Crises of the New World Order", Andrew Livings Nov 1999
;
; This Technology Tree was developed for the scenario "Crises of the
; New World Order". It is entirely new and is suitable for any late
; 20th century scenarios. Please observe the copyright and retain this
; text if you wish to use it without substantial alteration.
;
@CIVILIZE
All Weather Flying,     5,-1,  Ldr, Feu, 3, 1    ; AFl
Freedom of Information, 6, 1,  Iro, Rep, 0, 3    ; Alp
Agricultural Subsidies, 6, 1,  Tra, nil, 2, 3    ; Amp
Anti-Matter,            5, 2,  Rob, ToG, 1, 2    ; Ast
Artifical Intelligence, 5, 1,  E1,  Ind, 2, 2    ; Ato
Automobile,		5, 0,  Che, nil, 2, 4    ; Aut
Artificial Organs,      4, 2,  Bro, nil, 0, 2    ; Ban
Autocracy,              5,-2,  nil, nil, 0, 3    ; Bri
Bio-Technology,         6, 1,  Fli, Nav, 0, 2    ; Bro
State Schools,          6, 2,  Wri, nil, 1, 3    ; Cer
Capitalism,             8, 0,  nil, nil, 2, 3    ; Che
Carrier Aviation,       5,-1,  CA,  Sea, 0, 1    ; Chi
Cloning,                4, 2,  Dem, MP,  0, 2    ; CoL
Special Forces,         4,-2,  Gue, NP,  0, 0    ; CA 
Collective Security,    5, 1,  Phy, Rep, 0, 4    ; Cmb
Communism,              8, 0,  Gue, nil, 0, 3    ; Cmn
Computer Aided Design,  5, 1,  Iro, Too, 2, 2    ; Cmp
Computer Networks,      5, 1,  Iro, Exp, 2, 2    ; Csc
Special Technology,     1, 0,  no,  no,  3, 4    ; Cst
Consumer Goods,         6, 1,  Che, nil, 2, 3    ; Cor
Credit Cards,           4, 1,  Mon, Cor, 2, 3    ; Cur
True Democracy,         5, 2,  Uni, Ind, 0, 3    ; Dem
Depleted Uranium Shells,4,-2,  NP,  AFl, 1, 0    ; Eco
Digital Information Storage,5,1,Ldr,Pot, 2, 2    ; E1 
Monetary Information System,7,1,MT, The, 1, 4    ; E2 
Electronic Trading,     4, 1,  Cur, Csc, 2, 3    ; Eng
Environmentalism,       5, 2,  Ind, nil, 3, 3    ; Env
Espionage,              3, 0,  Cmn, Mon, 0, 3    ; Esp
Fibre Optics,           6, 0,  Roc, nil, 3, 1    ; Exp
Fly-by-Wire,            4, 0,  Mas, U1,  2, 0    ; Feu
Genetic Manipulation,   4, 2,  Csc, Mys, 0, 2    ; Fli
Technocracy,            8, 0,  E2,  Cmn, 0, 3    ; Fun
Nuclear Fusion,         4, 1,  Ast, Mag, 1, 1    ; FP 
Global Positioning Satelites,3,1,Stl,ToG,3, 2    ; Gen
Nationalism,            5,-1,  Bri, nil, 0, 3    ; Gue
Special Technology,     1, 0,  no,  no,  3, 4    ; Gun
European Union,         1, 0,  FT,  nil, 3, 3    ; Hor
Globalization,          6, 1,  Cmb, Mat, 3, 3    ; Ind
Special Technology,     1, 0,  no,  no,  3, 4    ; Inv
Home Computers,         5, 2,  Mas, nil, 2, 2    ; Iro
Hypersonic Flight,      4, 0,  Nav, Sth, 3, 1    ; Lab
Inertial Navigation,    6, 0,  Too, Sea, 2, 0    ; Las
Laser,                  4, 2,  Mas, Met, 1, 2    ; Ldr
Liberalism,             6, 2,  Bri, Che, 0, 3    ; Lit
Magnetic Information Storage,3,1,Pot,nil,2, 3    ; Too
Magnetohydrodynamic Reactor,4,1,NP, RR,  2, 4    ; Mag
Aerial Reconnaisance,   4, 0,  CA,  Phy, 2, 0    ; Map
Microprocessor,         4, 2,  Mat, Pot, 2, 2    ; Mas
Nano Technology,        6, 2,  Ban, E2,  0, 2    ; MP
Multi-National Corporations,4,1,Min,Tra, 3, 3    ; Mat
Civil Society,          6, 2,  Mon, Cer, 0, 3    ; Med
Microwaves,             4, 1,  Sea, nil, 1, 2    ; Met
Neo-Capitalism,         5, 1,  Cor, Mon, 3, 3    ; Min
Special Technology,     1, 0,  no,  no,  3, 4    ; Mob
Parliamentary Democracy,7, 1,  Gue, Lit, 0, 3    ; Mon
Moral Intervention,     7, 1,  Ind, War, 0, 4    ; MT 
Free Healthcare,        6, 2,  Wri, Cur, 1, 3    ; Mys
Non-Metallic Composites,4, 1,  Met, Cmp, 1, 0    ; Nav
Nuclear Fission,        8, 0,  Cer, Mon, 1, 1    ; NF 
Nuclear Power,          6, 1,  NF,  nil, 1, 1    ; NP 
Special Technology,     1, 0,  no,  no,  3, 4    ; Phi
Nuclear Weapons,        6,-2,  NF,  Sth, 1, 1    ; Phy
Phased-Laser Pulse Generator,4,1,Mag,nil,2, 4    ; Pla
Passive Sensor Array,   4, 0,  Map, nil, 2, 0    ; Plu
Phased Array Radar,     4, 0,  AFl, Csc, 3, 1    ; PT 
Plastics,               4, 1,  Med, NF,  1, 0    ; Pot
Special Technology,     1, 0,  no,  no,  3, 4    ; Rad
Magnetic Levitation,    6, 2,  E2,  ToG, 2, 4    ; RR 
Portable PPG,           5,-1,  Pla, nil, 2, 1    ; Rec
Quantum Computing,      4, 2,  ToG, Whe, 2, 2    ; Ref
GM Crops,		4, 4,  San, Fli, 2, 4    ; Rfg
Liberal Democracy,      6, 1,  Med, Min, 0, 3    ; Rep
Quantum Encryption,     6, 1,  Ref, Esp, 2, 2    ; Rob
Radar Absorbing Material,3,1,  Nav, Plu, 1, 2    ; Roc
Clean Industry Act,     4, 2,  Amp, nil, 0, 3    ; San
Radar Control,          6, 0,  CA,  Mon, 2, 0    ; Sea
Robotics,               1, 0,  no,  no,  3, 4    ; SFl
Rocketry,               5, 0,  Sea, nil, 3, 2    ; Sth
Space Based Radar,      3, 0,  PT,  Stl, 3, 2    ; SE 
Space Flight,           4, 1,  Lab, Mas, 3, 2    ; Stl
Space Warfare,          4,-1,  FP,  Tac, 3, 2    ; Sup
Strategic Defence Initiative,4,0,Fun,SE, 3, 2    ; Tac
Neural Networks,        5, 2,  Eng, Ref, 2, 2    ; The
Superconductivity,      3, 2,  Ato, Csc, 2, 2    ; ToG
State Owned Industries, 5, 1,  Aut, Cmn, 0, 3    ; Tra
Universal Suffrage,     5, 1,  Alp, Ref, 0, 3    ; Uni
Nuclear Disarmament,    4, 0,  Env, Phy, 0, 4    ; War
Virtual Reality,        4, 2,  Csc, Ato, 2, 2    ; Whe
Welfare State,          6, 2,  Cmn, nil, 1, 3    ; Wri
Future Technology,      1, 2,  CoL, Sup, 2, 4    ; FT
VTOL Engine,            5, 0,  Las, nil, 3, 0    ; U1
Not Eastern,            1, 0,  no,  no,  3, 4    ; U2
Not Western,            1, 0,  no,  no,  3, 4    ; U3
Not Rogue,              1, 0,  no,  no,  3, 4    ; X1
Not American,           1, 0,  no,  no,  3, 4    ; X2
Not European,           1, 0,  no,  no,  3, 4    ; X3
Not Chinese,            1, 0,  no,  no,  3, 4    ; X4
Not Indian,             1, 0,  no,  no,  3, 4    ; X5
Not Russian,            1, 0,  no,  no,  3, 4    ; X6
Not Neutral,            1, 0,  no,  no,  3, 4    ; X7

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Central Government,       40,200,   Mon,
Barracks,                  7,10,    CA, 
Grain Storage,             3, 4,    Amp,
Hospital,                  8, 8,    Wri,
Bank,                      8, 1,    Che,
School,                    5, 6,    Cer,
Local Government,         13,10,    Mon,
Bunker,			   2, 0,    nil,
Police Station,            7, 6,    Gue,
Tourism,		   8, 4,    Mat,
House of God,              8, 1,    nil,
University,               10, 6,    Iro,
Recycling Centre,	  10, 2,    Env, 
Social Spending,           4,20,    Wri,
Factory,                  14, 6,    Tra,
Manufacturing Plant, 	  20,12,    MP,
SDI Defense,              25,10,    Tac,
Mass Transit,		  12, 6,    Mat,
Power Plant,              10, 8,    Tra,
Hydro Plant,              16, 4,    Tra,
Nuclear Plant,            12, 5,    NP, 
Stock Exchange,		  10, 1,    Eng,
Inner City Renewal Scheme,20, 0,    Env,
GM Crop Laboratory,	   7, 1,    Rfg,
High-Speed Rail Link,     20, 4,    Ind, 
Research Lab,             16, 8,    ToG,
Energy Shield,		  10, 10,   Sup,
Coastal Defences,          5, 1,    no, 
Fusion Plant,             22, 4,    FP,
Harbour,		   4, 1,    nil,
Sea Bed Mining,     	  10, 3,    MP,
Airport,                  16, 4,    Sea,
MISYS Interface,	  12, 8,    E2, 
Dockyard,                  5, 3,    nil,
SS Structural,             5, 0,    MP,
SS Component,             10, 0,    FP,
SS Module,                22, 0,    Mag,
(Consumer Goods),         60, 0,    Che,
Common Agricultural Policy,40,0,    Amp,
Test Ban Treaty,          40, 0,    War,
Single Currency,          40, 0,    Hor,
Nuclear Navy,	          40, 0,    NP,
Quantum Cryptology,       40, 0,    Ref,
National Health Service,  40, 0,    Mys,
OSCE,  			  40, 0,    Hor,
National Military Service,40, 0,    Gue,
Sea Bed Exploration,      40, 0,    MP,
NATO,		          40, 0,    Cmb,
Secret Police,		  40, 0,    Cmn,
The Internet,		  40, 0,    Csc,
GPS Network,	          40, 0,    Gen, 
Tian An Men Square,       40, 0,    Cmn,
Free Trade Area,	  40, 0,    Ind,
Humanitarian Operations,  40, 0,    MT,
Mars Landing,		  40, 0,    Gen,
Privatised Industries,    40, 0,    Min,
Channel Tunnel,		  40, 0,    Mat,
Flexible Constitution,    40, 0,    Dem,
International Space Station,40,0,   SE, 
Elite Rule,               40, 0,    Fun,
Yangtze River Damming,    40, 0,    Tra,
Nuclear Proliferation,    40, 0,    Phy,
UN Security Council,      40, 0,    Cmb,
Spy Satellites,	          40, 0,    Gen,
MISYS,			  40, 0,    E2, 
Cure for Cancer,          40, 0,    Bro,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
Rob,        ; Great Library
nil,        ; Oracle
nil,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
Wri,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
Dem,        ; Women's Suffrage
nil,        ; Hoover Dam
War,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;                                         Two space visibility = 000000000000001
;                                      Ignore zones of control = 000000000000010
;                                 Can make amphibious assaults = 000000000000100
;                           Submarine advantages/disadvantages = 000000000001000
;                              Can attack air units (fighters) = 000000000010000
;                           Ship must stay near land (trireme) = 000000000100000
;                                Negates city walls (howitzer) = 000000001000000
;                                Can carry air units (carrier) = 000000010000000
;                                           Can make paradrops = 000000100000000
;                         Alpine (treats all squares as roads) = 000001000000000
;                         x2 on defense versus horse (pikemen) = 000010000000000
;                   Free support for fundamentalism (fanatics) = 000100000000000
;                         Destroyed after attacking (missiles) = 001000000000000
;                      x2 on defense versus air attack (AEGIS) = 010000000000000
;                                     Unit can spot submarines = 100000000000000
;
@UNITS
Container Ship,    nil, 2,  5.,0,  0a,5d,  3h,1f,  4,6,  4, nil, 000000000000000
Engineers,         nil, 0,  3.,0,  0a,1d,  2h,1f,  4,0,  5, Mat, 000000000000000
FFG Frigate,       nil, 2,  9.,0,  8a,6d,  2h,4f,  7,0,  3, Sth, 110000000000000
AEGIS Cruiser,     nil, 2,  8.,0, 10a,8d,  3h,4f, 10,0,  3, Sth, 110000000000000
Helicopter Carrier,Chi, 2,  7.,0,  0a,6d,  4h,1f, 10,0,  4, U1,  000000010000000
Fleet Carrier,     nil, 2,  7.,0,  0a,8d,  6h,1f, 16,0,  4, Chi, 000000010000000
Passenger Ship,    nil, 2,  7.,0,  0a,3d,  3h,1f,  5,2,  4, CA,  000000000000000
Attack Submarine,  nil, 2,  6.,0,  8a,4d,  3h,8f,  7,0,  2, NP,  100000000001000
Insurgents,        X1,  0,  1.,0,  8a,4d,  3h,4f,  1,0,  0, nil, 000011001000010
Civilians,         nil, 0,  1.,0,  0a,1d,  1h,1f,  0,0,  1, no,  000000000000010
European Infantry, X3,  0,  1.,0,  6a,5d,  3h,2f,  5,0,  0, MT,  000000001000000
American Infantry, X2,  0,  1.,0,  6a,5d,  3h,2f,  5,0,  0, Gue, 000000001000000
Marines,           nil, 0,  1.,0,  8a,3d,  2h,3f,  4,0,  0, CA,  000000001000100
Paratroopers,      nil, 0,  1.,0,  8a,3d,  2h,3f,  4,0,  0, CA,  000000101000000
Regulars,	   U3,  0,  1.,0,  4a,4d,  3h,2f,  3,0,  1, Min, 000000001000000
NATO Heavy MBT,    U3,  0,  2.,0,  8a,3d,  3h,3f,  5,0,  0, Nav, 000010000000000
M-1A MBT,          U3,  0,  2.,0,  8a,3d,  4h,3f,  6,0,  0, Eco, 000010000000000
MLRS Artillery,    nil, 0,  1.,0, 10a,1d,  2h,4f,  7,0,  0, Exp, 000000001000000
T-80 MBT,          U2,  0,  2.,0,  8a,3d,  3h,3f,  5,0,  0, Nav, 000010000000000
Vintage Tank,      Nav, 0,  2.,0,  6a,3d,  3h,3f,  4,0,  0, Tra, 000010000000000
UN Peacekeepers,   nil, 0,  2.,0,  4a,6d,  2h,2f,  4,0,  1, no,  000000000000010
APC,               nil, 0,  2.,0,  5a,5d,  2h,2f,  4,0,  3, Nav, 000010000000000
Peace Envoy,       nil, 0,  2.,0,  0a,1d,  1h,1f,  7,0,  6, nil, 000000000000010
Missile,	   nil, 1,  8.,1,  8a,1d,  1h,8f,  2,0,  0, Feu, 011000001010000
Airbase,           nil, 0,  0.,0,  0a,5d,  8h,1f, 20,0,  7, no,  010010010000000
SAM Launcher,      nil, 0,  1.,0,  0a,5d,  5h,1f,  4,0,  1, Sth, 010000000001000
Howitzer,          nil, 0,  1.,0, 12a,4d,  2h,3f,  6,0,  0, Tra, 000010001000000
Russian Infantry,  X6,  0,  1.,0,  5a,5d,  3h,2f,  4,0,  1, Gue, 000000001000000
Chinese Infantry,  X4,  0,  1.,0,  5a,5d,  3h,2f,  4,0,  1, Gue, 000000001000000
Indian Infantry,   X5,  0,  1.,0,  5a,5d,  3h,2f,  4,0,  1, Gue, 000000001000000
MiG-21 Fighter,    Feu, 1,  4.,2,  6a,2d,  3h,3f,  5,0,  3, Sea, 010000001010000
Mirage III Fighter,U3,  1,  5.,2,  6a,2d,  3h,3f,  6,0,  3, Las, 010000001010000
F-16 Fighter,      U3,  1,  8.,2,  8a,3d,  4h,4f,  8,0,  3, Feu, 010000001010000
Harrier,           U3,  1,  8.,2,  8a,3d,  4h,4f,  8,0,  3, U1,  010000001010000
MiG-27,            U2,  1,  8.,3,  8a,2d,  3h,3f,  6,0,  3, Las, 010000001000000
MiG-29 Fulcrum,	   U2,  1,  6.,2,  8a,3d,  4h,4f,  7,0,  3, AFl, 010000001010000
F-15E Eagle,       X2,  1, 12.,3, 10a,2d,  4h,5f, 10,0,  3, AFl, 010000001000000
Tornado IDS,       X3,  1, 12.,3, 10a,2d,  4h,5f, 10,0,  3, AFl, 010000001000000
Su-25 Frogfoot,	   U2,  1, 10.,3, 10a,2d,  4h,5f,  8,0,  3, AFl, 010000001000000
Su-27 Flanker,     U2,  1, 10.,2, 10a,4d,  4h,5f,  9,0,  3, PT,  010000001010000
F-22 Raptor,       X2,  1, 10.,3, 10a,4d,  4h,5f, 11,0,  3, Gen, 010000001010000
Eurofighter,       X3,  1, 10.,3, 10a,4d,  4h,5f, 10,0,  3, Gen, 010000001010000
Advanced Fighter,  nil, 1, 14.,3, 12a,5d,  4h,6f, 12,0,  3, Sup, 010000001010000
Spy Plane,         nil, 1, 42.,1,  0a,1d,  1h,1f,  8,0,  0, Map, 010000000000001
AWACS,             nil, 1, 10.,8,  0a,1d,  3h,1f, 12,0,  0, PT,  110000000000001
Nuclear Missile,   War, 1, 42.,1, 99a,1d,  1h,1f, 16,0,  0, Phy, 001000000000000
Conscripts,	   nil, 0,  1.,0,  4a,3d,  3h,2f,  3,0,  1, Bri, 000000001000000
Security Forces,   nil, 0,  0.,0,  4a,4d,  2h,1f,  4,0,  6, Esp, 000000000000000
Cuban Militia,     X1,  0,  1.,0,  6a,5d,  3h,2f,  2,0,  1, no,  000001001000000
Freight Truck,     nil, 0,  2.,0,  0a,1d,  1h,1f,  4,0,  7, Che, 000000000000010
Libyian Militia,   X1,  0,  1.,0,  6a,5d,  3h,2f,  2,0,  1, no,  000001001000000
Orbital Weapons Platform,nil,1,30.,64,10a,15d,8h,30f,16,0,0,Sup, 000000001000010
PPG Infantry,      nil, 0,  1.,0,  8a,6d,  3h,3f,  7,0,  0, Rec, 000000101000100
Terrorist,         nil, 0,  1.,0,  6a,5d,  1h,4f,  4,0,  0, no,  011001001000010
Serbian Militia,   X1,  0,  1.,0,  6a,5d,  3h,2f,  2,0,  1, no,  000001001000000
Taliban,           X1,  0,  1.,0,  6a,5d,  3h,2f,  2,0,  1, no,  000001001000000
Iranian Militia,   X1,  0,  1.,0,  6a,5d,  3h,2f,  2,0,  1, no,  000001001000000
Yemenese Militia,  X1,  0,  1.,0,  6a,5d,  3h,2f,  2,0,  1, no,  000001001000000
Iraqi Militia,     X1,  0,  1.,0,  6a,5d,  3h,2f,  2,0,  1, no,  000001001000000
Angolan Militia,   X1,  0,  1.,0,  6a,5d,  3h,2f,  2,0,  1, no,  000001001000000
Somali Militia,    X1,  0,  1.,0,  6a,5d,  3h,2f,  2,0,  1, no,  000001001000000
Ethiopian Militia, X1,  0,  1.,0,  6a,5d,  3h,2f,  2,0,  1, no,  000001001000000
;Not used, 	   nil, 0,  0.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;



; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000

;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,0,0,   Pln, 0,15, 6,   yes, 5,20,  3,  Swa,no,   ; Drt
Steppe,     1,2,  1,1,0,   Grs, 0, 5, 5,   yes, 5,10,  2,  Swa,no,   ; Pln
Grassland,  1,2,  3,1,0,   Gla, 0, 5, 3,   yes, 5,10,  1,  Swa,no,   ; Grs
Forest,     2,3,  0,0,0,   Pln, 0, 5, 5,   yes, 5,10,  2,  Gla,no,   ; For
Hills,      2,3,  1,0,0,   yes, 3,10, 0,   yes, 5,15,  1,  Pln,no,   ; Hil
Mountains,  3,3,  0,0,0,   no,  0, 0, 0,   yes, 5,20,  6,  Hil,no,   ; Mou
Tundra,     1,1,  0,0,0,   Pln, 0,15, 0,   no,  0, 0,  0,  Pln,no,   ; Tun
Arable,     1,1,  4,0,1,   yes, 4, 5, 1,   yes, 5,10,  3,  Swa,no,   ; Gla
Urban,      2,2,  2,5,5,   Grs, 0,15, 3,   yes, 5,10,  2,  Gla,no,   ; Swa
Jungle,     2,2,  0,0,0,   Pln, 0,15, 3,   yes, 5,10,  3,  Gla,no,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  Pln,no,   ; Oce
Oasis,      1,2,  3,1,0,
Wild Animals,1,2, 1,3,0,
Grassland,  1,2,  3,1,0,
Game,       2,3,  4,1,1 
Coal,       2,3,  0,6,1,
Gold,       3,4,  0,1,6,
Barren,     2,2,  0,0,0,
Diary,      1,1,  8,0,2,
Metropolis, 2,3,  4,5,5,
Fruit,      2,3,  4,0,1,
Fish,       1,2,  4,0,2,
Desert Oil, 1,2,  0,8,4,
Oil,        1,2,  0,8,4,
Grassland,  1,2,  3,1,0,
Lumber,     2,3,  0,5,1,
Grapes,     2,3,  2,0,4,
Iron,       3,4,  0,6,0,
Furs,       1,1,  2,0,3,
Orchard,    1,2,  8,0,2,
Metropolis, 2,3,  4,5,5,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Dictatorship,   General,     Leader
Parliamentary Democracy,Prime Minister,Leader
Communism,      Comrade,     Leader
Technocracy,    Administrator,Leader
Liberal Democracy,President, Leader
Utopia,		Citizen,     Leader

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
George Bush,  George Bush,         0, 1, 0, American,    American,   -1, -1,  0,
Jacques Delors,Jacques Delors,     0, 2, 0, European,    European,   -1, -1,  0,
Boris Yeltsin,Boris Yeltsin,       0, 3, 0, Russian,     Russian,    -1, -1,  0,
Deng Xiaoping,Deng Xiaoping,       0, 4, 2, Chinese,     Chinese,    -1,  0, -1,
Narasimha Rao,Narasimha Rao,       0, 5, 3, Indian,      Indian,     -1, -1,  0,
Kiichi Miyazawa,Dido,              0, 6, 0, Allied,      Allied,     -1, -1,  1,
Suharto,      Indira Gandhi,   	   0, 7, 0, Neutral,     Un-alligned,-1, -1,  1,
George Bush,  George Bush,         0, 1, 0, American,    American,   -1, -1,  0,
Jacques Delors,Jacques Delors,     0, 2, 0, European,    European,   -1, -1,  0,
Boris Yeltsin,Boris Yeltsin,       0, 3, 0, Russian,     Russian,    -1, -1,  0,
Deng Xiaoping,Deng Xiaoping,       0, 4, 2, Chinese,     Chinese,    -1,  0, -1,
Narasimha Rao,Narasimha Rao,       0, 5, 3, Indian,      Indian,     -1, -1,  0,
Kiichi Miyazawa,Dido,              0, 6, 0, Allied,      Allied,     -1, -1,  1,
Suharto,      Indira Gandhi,   	   0, 7, 0, Neutral,     Un-alligned,-1, -1,  1,
George Bush,  George Bush,         0, 1, 0, American,    American,   -1, -1,  0,
Jacques Delors,Jacques Delors,     0, 2, 0, European,    European,   -1, -1,  0,
Boris Yeltsin,Boris Yeltsin,       0, 3, 0, Russian,     Russian,    -1, -1,  0,
Deng Xiaoping,Deng Xiaoping,       0, 4, 2, Chinese,     Chinese,    -1,  0, -1,
Narasimha Rao,Narasimha Rao,       0, 5, 3, Indian,      Indian,     -1, -1,  0,
Kiichi Miyazawa,Dido,              0, 6, 0, Allied,      Allied,     -1, -1,  1,
Suharto,      Indira Gandhi,   	   0, 7, 0, Neutral,     Un-alligned,-1, -1,  1,

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Armaments,
Chemicals,
Coal, 
Steel,
Iron Ore, 
Cotton,   
Petroleum,
Mfg. Goods,
Synthetics,
Gold,    
Aluminium,
Electronics, 
Spirits,
Wine,
Wheat,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Councillor
Representative
Senator
Minister
President
World Leader

@ATTITUDES
Enthusiastic
Supportive
Amiable
Receptive
Neutral
Aloof
Uncooperative
Icy
Hostile
